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removing applet folders from svn
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@@ -1,132 +0,0 @@
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import processing.core.*;
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import java.applet.*;
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import java.awt.*;
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import java.awt.image.*;
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import java.awt.event.*;
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import java.io.*;
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import java.net.*;
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import java.text.*;
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import java.util.*;
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import java.util.zip.*;
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import java.util.regex.*;
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public class FireCube extends PApplet {
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/**
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* Fire Cube demo effect
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* by luis2048.
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*
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* A rotating wireframe cube with flames rising up the screen.
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* The fire effect has been used quite often for oldskool demos.
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* First you create a palette of 256 colors ranging from red to
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* yellow (including black). For every frame, calculate each row
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* of pixels based on the two rows below it: The value of each pixel,
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* becomes the sum of the 3 pixels below it (one directly below, one
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* to the left, and one to the right), and one pixel directly two
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* rows below it. Then divide the sum so that the fire dies out as
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* it rises.
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*/
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// This will contain the pixels used to calculate the fire effect
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int[][] fire;
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// Flame colors
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int[] palette;
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float angle;
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int[] calc1,calc2,calc3,calc4,calc5;
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PGraphics pg;
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public void setup(){
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size(640, 360, P3D);
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// Create buffered image for 3d cube
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pg = createGraphics(width, height, P3D);
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calc1 = new int[width];
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calc3 = new int[width];
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calc4 = new int[width];
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calc2 = new int[height];
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calc5 = new int[height];
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colorMode(HSB);
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fire = new int[width][height];
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palette = new int[255];
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// Generate the palette
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for(int x = 0; x < palette.length; x++) {
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//Hue goes from 0 to 85: red to yellow
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//Saturation is always the maximum: 255
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//Lightness is 0..255 for x=0..128, and 255 for x=128..255
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palette[x] = color(x/3, 255, constrain(x*3, 0, 255));
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}
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// Precalculate which pixel values to add during animation loop
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// this speeds up the effect by 10fps
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for (int x = 0; x < width; x++) {
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calc1[x] = x % width;
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calc3[x] = (x - 1 + width) % width;
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calc4[x] = (x + 1) % width;
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}
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for(int y = 0; y < height; y++) {
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calc2[y] = (y + 1) % height;
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calc5[y] = (y + 2) % height;
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}
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}
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public void draw() {
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angle = angle + 0.05f;
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// Rotating wireframe cube
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pg.beginDraw();
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pg.translate(width >> 1, height >> 1);
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pg.rotateX(sin(angle/2));
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pg.rotateY(cos(angle/2));
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pg.background(0);
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pg.stroke(128);
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pg.scale(25);
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pg.noFill();
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pg.box(4);
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pg.endDraw();
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// Randomize the bottom row of the fire buffer
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for(int x = 0; x < width; x++)
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{
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fire[x][height-1] = PApplet.parseInt(random(0,190)) ;
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}
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loadPixels();
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int counter = 0;
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// Do the fire calculations for every pixel, from top to bottom
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for (int y = 0; y < height; y++) {
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for(int x = 0; x < width; x++) {
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// Add pixel values around current pixel
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fire[x][y] =
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((fire[calc3[x]][calc2[y]]
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+ fire[calc1[x]][calc2[y]]
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+ fire[calc4[x]][calc2[y]]
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+ fire[calc1[x]][calc5[y]]) << 5) / 129;
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// Output everything to screen using our palette colors
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pixels[counter] = palette[fire[x][y]];
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// Extract the red value using right shift and bit mask
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// equivalent of red(pg.pixels[x+y*w])
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if ((pg.pixels[counter++] >> 16 & 0xFF) == 128) {
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// Only map 3D cube 'lit' pixels onto fire array needed for next frame
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fire[x][y] = 128;
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}
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}
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}
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updatePixels();
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}
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static public void main(String args[]) {
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PApplet.main(new String[] { "FireCube" });
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}
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}
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@@ -1,112 +0,0 @@
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/**
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* Fire Cube demo effect
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* by luis2048.
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*
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* A rotating wireframe cube with flames rising up the screen.
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* The fire effect has been used quite often for oldskool demos.
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* First you create a palette of 256 colors ranging from red to
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* yellow (including black). For every frame, calculate each row
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* of pixels based on the two rows below it: The value of each pixel,
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* becomes the sum of the 3 pixels below it (one directly below, one
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* to the left, and one to the right), and one pixel directly two
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* rows below it. Then divide the sum so that the fire dies out as
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* it rises.
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*/
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// This will contain the pixels used to calculate the fire effect
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int[][] fire;
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// Flame colors
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color[] palette;
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float angle;
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int[] calc1,calc2,calc3,calc4,calc5;
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PGraphics pg;
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void setup(){
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size(640, 360, P3D);
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// Create buffered image for 3d cube
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pg = createGraphics(width, height, P3D);
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calc1 = new int[width];
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calc3 = new int[width];
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calc4 = new int[width];
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calc2 = new int[height];
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calc5 = new int[height];
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colorMode(HSB);
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fire = new int[width][height];
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palette = new color[255];
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// Generate the palette
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for(int x = 0; x < palette.length; x++) {
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//Hue goes from 0 to 85: red to yellow
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//Saturation is always the maximum: 255
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//Lightness is 0..255 for x=0..128, and 255 for x=128..255
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palette[x] = color(x/3, 255, constrain(x*3, 0, 255));
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}
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// Precalculate which pixel values to add during animation loop
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// this speeds up the effect by 10fps
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for (int x = 0; x < width; x++) {
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calc1[x] = x % width;
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calc3[x] = (x - 1 + width) % width;
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calc4[x] = (x + 1) % width;
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}
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for(int y = 0; y < height; y++) {
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calc2[y] = (y + 1) % height;
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calc5[y] = (y + 2) % height;
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}
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}
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void draw() {
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angle = angle + 0.05;
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// Rotating wireframe cube
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pg.beginDraw();
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pg.translate(width >> 1, height >> 1);
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pg.rotateX(sin(angle/2));
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pg.rotateY(cos(angle/2));
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pg.background(0);
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pg.stroke(128);
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pg.scale(25);
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pg.noFill();
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pg.box(4);
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pg.endDraw();
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// Randomize the bottom row of the fire buffer
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for(int x = 0; x < width; x++)
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{
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fire[x][height-1] = int(random(0,190)) ;
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}
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loadPixels();
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int counter = 0;
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// Do the fire calculations for every pixel, from top to bottom
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for (int y = 0; y < height; y++) {
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for(int x = 0; x < width; x++) {
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// Add pixel values around current pixel
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fire[x][y] =
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((fire[calc3[x]][calc2[y]]
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+ fire[calc1[x]][calc2[y]]
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+ fire[calc4[x]][calc2[y]]
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+ fire[calc1[x]][calc5[y]]) << 5) / 129;
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// Output everything to screen using our palette colors
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pixels[counter] = palette[fire[x][y]];
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// Extract the red value using right shift and bit mask
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// equivalent of red(pg.pixels[x+y*w])
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if ((pg.pixels[counter++] >> 16 & 0xFF) == 128) {
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// Only map 3D cube 'lit' pixels onto fire array needed for next frame
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fire[x][y] = 128;
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}
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}
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}
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updatePixels();
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}
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